Keyboard input in games (for GLUT) - opengl

Almost every game use keyboard as input. I have been searching for 2 days on this topic and found quite much about it. Keyboards have many disadvantages, but main problems I found are different layouts and second that if you are pressing 3 keys at time, it can lead to corruption (row-column error). If you don't know what I'm talking about, keyboard is made as grid and it checks which row and column has connected. But if you press E,D (row 1,2 column 3)
and R (row 1, column 4), keyboard can show even F because it find it pressed(row 2, column 4 both pressed).
So I think we can't do anything about that second, but if anyone got idea how to solve it better then use keys that don't form L, I'd be glad :)
But my main problem are different keyboard layouts which is real pain. I'm slovak so Slovak layout of numbers look like this:
+ľščťžýáíé and with shift 1234567890, we also got QWERTZ but you can use QWERTY.
You all know how the English look like but just for sure:
1234567890 and shift !##$%^&*()
Most of time I'm using english one because I got used to it when programming. Anyway there are different people using different layouts. When you are making game that depend on which key is pressed, for example good old WASD pattern, you can't use that on french one which is AZERTY layout. It would be strange. Same as using numbers for choosing gun in action game. As you can see slovak would have to press shift to get it work.
I'm also using OpeGL. There is problem when you are mapping which keys are pressed. For example widely used solution to make map of 256 bools for each charakter, is suffering from SHIFT. You press a, SHIFT and release a you got: a down, A up. So I thought about binding some keys together, as A and a, 1 and !, but then I realized I'll just change layout and everything is wrong.
So what is solution for that? I think there is someone out there that is in game industry or made some game and had to solve this. Only solution that comes on my mind is to force english layout for UI (and choosen layout for chat).
After next searching I found what I need but I need cross-platform one:
virtual key codes
And next search revealed SDL key
Result: Don't ever start with GLUT if you go making games, use SFML or SDL
Thanks to everyone for helping me, there were more problems in this so idea of key binding/mapping, SDL and so on, each helped me alot.

If you're getting a "character" every time user presses something, then your keyboard routines aren't suitable for game input - only for text entry.
You need to use input routines that completely ignore keyboard layout switching and operate on some kind of raw keycodes (so when user presses shift+a, you'll know that shift is pressed and that "a" key is pressed, but you won't get "A" character). Also, routines should allow you to query if a key is pressed or not.
For windows that is DirectInput or XInput. For cross-platform this is libsdl and SDL_GetKeyState. And you'll need to provide keymapping options for the user. Glut probably isn't suitable for your task.

The common approach seems to be to ignore the problem. Worse-is-better in its early stage.
Unfortunately I'm using svorak keyboard layout so it really doesn't just work for me.
I've been approaching this same problem by binding into multiple keys on the keyboard. So that player jumps from both x and j -keys. It doesn't do so well in something that isn't shoot-jump -kind of game.
Nice stuff would be if you could just find row/col or some driver-near interface to your keyboard.
Some auto-keyboard configuration software would be neat though I've not yet seen anything like that. Maybe we should write one?

First up, separate keypresses from text entry. You shouldn't care what letter or number comes up when you press a key with shift as well - the operating system should handle that and generate an event you can use in the rare times you need the text. Usually, you should just look for the key press and any shift presses and act on those.
Second, load the bindings from keys to commands from a data file, rather than hardcoding it. Distribute default bindings for QWERTY and whatever default layout you have. If the data format is quite straightforward then people won't mind customising it to fit their keyboard and preferences. You can also add an in-game keybinding editor later.
This isn't really about OpenGL since by default that doesn't care about keypresses. Perhaps you are using an addon library or extension that handles keys for you - ensure that whatever you're using can give you individual key values and the state of shift/alt/ctrl independently, and that it also provides text input via an independent system.

Allow your users to define the keys to use for each action ...
or use the arrow keys .. that should be pretty universal :)

Turn the keyboard input into metadata, so you could allow users to configure at their will but also provide different keyboard shortcuts depending on the keyboard layout used in a config file .

Related

Prompt user to fill in a template?

I've never been able to find anything about this in any language, but what I want to do seems rather simple to me.
I want to prompt the user for input, but have them fill in a sort of template. Let's use a simple DD-MM-YYYY date as an example.
[█ - - ]
█ is where the user writes.
As they write, the [ and - stay where they are, with the cursor jumping past them, and hitting enter submits.
I'm not expecting anyone to write all of this for me, but cin and cout seem to be too crude a tools to do this, and so I'm wondering where I should even start, if not there.
Is there something that already does this, or at least something that gives me more control of the cursor to allow me to write it myself?
I do not want to be drawing a full-on TUI with windows and boarders and colors, so ncurses would just get in the way. I just want a single-line text field that returns the input.
EDIT: The most promising non-ncruses alternative for a helpful library seems to be Terminal.
Generally what you want is a text-based GUI library, such as ncurses. Doing console work is platform-specific, and every system has its own console API to do this. If you want to implement this yourself, you would have to examine what options does your target operating system give you in terms of console API, and build a custom solution based on that.

How to draw to a certain part of the console/terminal?

I'm curious to know how you can draw/update a certain region of the terminal/console. Is there any cross-platform libraries to do so?
The reason I want to know is because I am developing an instant message command line application, and I was curious to know how I can update the message viewer (where all the messages go) separately to where you write commands/text for other people in the chat. Obviously if I just tried to get input and write to cout then the input the user is entering and the messages would be "interfered" (by interfered I mean split in multiple lines).
I was thinking of using two stream objects: one to store the view (messages/output from the server) and one to store the input from the user, and just redraw whenever required. However, this seems inefficient and it requires me to clear the screen (in which case I don't know how to clear the screen efficiently and in a cross-platform manner).
I was also thinking of just switching to Qt/wxWidgets as it might simpler to make a GUI.
Use ncurses library to write text-based user interfaces in a terminal-independent manner.
As suggested by #Naruto, ncurses is a good way to go. At a much more basic level, you can also just use ANSI escape codes to move the cursor around the screen too:
For example, to position the cursor at line 5, column 23, you can enter this
echo -n "\033[5;23H"
There are more examples here.

Possible to get physical keyboard layout for a on-screen keyboard?

I'm currently working on a on-screen keyboard for a touchscreen app.
I wonder if anyone have experience on how the keyplacement shall look? (Unicode, on other languages like Japanese, Korean, Norwegian, Swedish etc) Finished layouts etc...
I found this info regarding layout/scancodes: http://www.quadibloc.com/comp/scan.htm
If I build a 101/102/106-keyboards after this layout, with scancode 3 range, will it look "correct" physically for most people? Even when someone earlier stated that it is 150 keyboard layouts out there gasp, so I guess it wouldn't please all.
Microsoft have their own layout lists here: http://msdn.microsoft.com/nb-no/bb964651
The U+xxxx is virtualcodes, are there any tables like U+0031 (number 1) is the [x,y] -> [1, 0] position in a keyboard?
Thanks for any suggestion/help!
I'm from Israel, and I can help you with Hebrew lay-out if you need it. But that Microsoft site you posted looks pretty much enough
Do consult with locals on how the keyboard actually works. I've seen some where the thing printed on the right-hand side works with the right alt or with some other odd key. If you get that wrong the user is going to be very confused still.

How to get console text to refresh rather than re-type?

Hi so i'm making a game through the console window, and i was wondering if there was any way to just get maybe one or two text character's placement to change or disappear. Usually to accomplish this i would have to tell the console to re-type every single character and line all over again, but this just takes to long (1 second fps plus .5 second time spent re-typing the scene).
Is there some way i could re-fresh or change one or two lines or 'characters' seen on the console so so much time is not spent on waiting for the console to re-typing my 24 lines, each a string? (the scene made up of text)
Thanks! =)
btw... does anyone remember that little easter egg in windows which was an entire star wars movie made out of text in the console?? I want the game be smooth like that!
You'll need to use an external library to interface with the console as C++ doesn't have these capabilities, but it is possible.
My old goto for this sort of thing is ncurses. It's straightforward, quick to set up, and cross-platform. But it's old, and its age shows. (If you're on windows you'll have to use pdcurses; same capabilities, different package).
There are also console-specific ways of doing this. In particular, Windows provides an API for performing these sorts of actions.
You need ncurses library.
See console print w/o scrolling for reasons and examples.
Also google for the source to the rogue/urogue/nethack games which do that already.

How to assign keys on physical position at the keyboard on Windows?

There are at least 3 different keyboard layouts who are using the program i make, and i dont care which key they press, the more important thing is where the keys are pressed.
I cant just ask the user to press 100 different keys/combinations, that would take too much time and be very confusing to the user.
Is there some library or something that can do this for me?
This answer says that you can use the keyboard "Scan Code" which should be the same on all keyboards. So it appears that there is in fact a way to determine the key location.
Even without using the scan code, you could implement a mapping table for all the keyboard layouts you support. So if the keyboard layout is US English, the key would map to command A, but on layout German German, it would map to command B, and some other command would map to command A. It may not work for all keyboards, but if it works for all of your users that's what matters. I can see why you were looking for an existing library to do this as it would be a significant amount of work.
This cannot be done. Keyboards do not come with their layout in an electronic form, that could be looked up by the OS. They just send the code for the key pressed, not where the key resides. I'm working on several keyboards daily, which are all classified as having German layout, but with some of the keys being in different places.
The only way to find out at what physical position a specific key is on a specific keyboard is to look at what's printed on the key.